- Aug 16, 2017
- 223
- 661
So I'm kicking around the makings of a new twine game which in all likelihood will live and die on my flash drive. But I'm wanting to put a finger on the pulse of the community when it comes to lewd games. Basically I'm torn between designing a game where all content can be viewed in a single run, or a game where your choices lock you out of content and requires several playthroughs to view it all.
As a designer, I like having player choices lock out content. It makes choices meaningful and allows me to have more freedom with character changes. However when I'm a player and I load up a game like that, the firs thing I do is load up cheat engine and rip the project apart so I don't miss out on content.
However, many games use the model where all the content is available in a single playthrough. Games like Corruption, MILFY city, Summertime Saga. In this design, characters and stories are just waiting for the player to push it along. You can fuck off with different characters or events and the remaining events will be right there waiting for you to get to them when you're ready. On paper it sounds boring, with the player just mindlessly progressing without any actual thought. But at the same time, I've put a metric shitload of time into games like that and like it.
So to make an example of what I mean. In a game (I'm making up off the top of my head) you have your little sister/cousin/best friend who you're slowly corrupting. At a point in the story you have the option of her becoming a bimbo, or maybe a lesbian, or perhaps have an affection for whips and chains. In the closed design, your choice is permanent and her character is changed from your choice. In the open design, you can always come back and just change her to another affection with whatever mechanic you used to do it in the first place.
So basically, do you mind it when content in your game is locked out because of choices? Or do you always want the option to unlock 100% of the content in a single playthrough?
As a designer, I like having player choices lock out content. It makes choices meaningful and allows me to have more freedom with character changes. However when I'm a player and I load up a game like that, the firs thing I do is load up cheat engine and rip the project apart so I don't miss out on content.
However, many games use the model where all the content is available in a single playthrough. Games like Corruption, MILFY city, Summertime Saga. In this design, characters and stories are just waiting for the player to push it along. You can fuck off with different characters or events and the remaining events will be right there waiting for you to get to them when you're ready. On paper it sounds boring, with the player just mindlessly progressing without any actual thought. But at the same time, I've put a metric shitload of time into games like that and like it.
So to make an example of what I mean. In a game (I'm making up off the top of my head) you have your little sister/cousin/best friend who you're slowly corrupting. At a point in the story you have the option of her becoming a bimbo, or maybe a lesbian, or perhaps have an affection for whips and chains. In the closed design, your choice is permanent and her character is changed from your choice. In the open design, you can always come back and just change her to another affection with whatever mechanic you used to do it in the first place.
So basically, do you mind it when content in your game is locked out because of choices? Or do you always want the option to unlock 100% of the content in a single playthrough?